The Ultimate Zombie Survival RPGhttps://projectzomboid.com/blog
Project ZomboidThu, 15 Nov 2018 17:19:22 +0000en-UShourly1https://wordpress.org/?v=4.7.3Waterway to Gohttps://projectzomboid.com/blog/2018/11/waterway-to-go/
Thu, 15 Nov 2018 17:19:22 +0000https://projectzomboid.com/blog/?p=6924Hey all – a few quick things while we continue to tidy up the public Build 40 that was released two weeks ago, and TEA do their animations things backstage for Build 41.

IWBUMS BETA PATCH

We currently have the next 40 patch in beta, and we just released 40.35. We think this now covers most of the primary irritations in the current version: muffled local text chat, some run issues, some issues with MP savegame conversion, wonky door construction and indestructible stairs.

On Tuesday we also released 40.34, which also covered issues with car alarms, building, chatbox integration, errant zombie attractant car honks and forced car-re-entry on MP reloads.

Once this is released to public we’ll hopefully pretty much there with 40 now, although Turbo is still working on improving his shaders for internal lights, headlights and flashlights – and Bitbaboon Steve is joining us again tomorrow to double-check there aren’t any easy-win performance hang-ups he can resolve.

WATER IMPROVEMENT

General Arcade’s Yuri is currently working on the improved presentation of water for Build 41, and while still experimental it currently looks like this.

Now, a few things to mention:

This is still a WIP, and it’s a fair criticism to say it looks ‘too good’ (if such a thing were possible) when compared to the static hand-drawn land tiles. However, from this we intend to tweak the specular, colour and reflection for balance, and indeed perhaps add a subtle effect to the land itself.

Yuri still needs to optimize this system, and in the videos the character is invisible due to the ongoing merging of animations into other dev branches.

The endpoint of this water presentation revamp will also be to specify water zones through the PZ map tools that specify water flow direction, instead of only taking wind direction into account for the animation. In this way we can have the river in Riverside very clearly being a flowing river, and standing ponds and lakes looking far more settled.

GAMEPAD REVAMP TEST BUILD

We currently have General Arcade’s Stas working on a new controllers build, and we’re now at a point at which we need to hear feedback from PZ survivors who like to play with a pad, and/or in split-screen, about how it’s playing.

If this is you (and you’d like to be rewarded with an extra freshly minted PZ Steam code for a friend, enemy or loved one) then we have a new test beta for you to try out – and ten questions to answer from your experience of a few hours of play on the build.

Please note however that currently only PC players can run the build, and also that the joypad back-end system, configuration and bindings have been completely rewritten from the ground up. In the process some aspects of the controls and default bindings have been changed in the rewriting process – if you have any issues with the default bindings and behaviours of the controls we’d like to hear about it.

This week’s emergency service from kortes. A general list of stuff added to PZ, and vids of features being worked on, is kepthere– so you don’t have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Crepe Expectationshttps://projectzomboid.com/blog/2018/11/crepe-expectations/
Thu, 08 Nov 2018 21:39:18 +0000https://projectzomboid.com/blog/?p=6917We released Build 40 last Tuesday, and gave it a first hotfix on Thursday. We currently have the next patch in a public IWBUMS beta channel – and if you don’t mind then we’d love you to jump over there and see how it plays. Primary fixes/changes include:

More frequent changes in weather systems as the weeks tick by, and a little more extreme weather. We were concerned that people weren’t seeing enough of the new weather events, particularly rain, and so things should be more variable with this patch. We would still love to hear feedback on the current build’s weather too, and if you’d like to let us know then the relevant thread can be found here.

Some restored/improved chat functionality, and admin commands.

Sandbox options for snow on the ground, and rain/fog fx intensity.

Fixes to player wetness: you won’t get soaked inside tents anymore, and likewise driving with a smashed windshield will get you wet.

We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes.

In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with what’s required of them, which in time will also be released for modders. We’ve also got an irl meet-up for our Europe-based team coming up soon, where we’ll be discussing the changes and what other cool stuff they can bring.

In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items.

He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the player’s costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasn’t been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing.

General Arcade’s Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesn’t know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding.

We’d also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely – so we thought we’d spread the link a little wider;

This week’s featured image (that we’ve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit) from ♔Потерянная.ѡℛ. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Pea Superhttps://projectzomboid.com/blog/2018/11/pea-super/
Thu, 01 Nov 2018 16:32:51 +0000https://projectzomboid.com/blog/?p=6914Hi all, glad you’re here and that overall Build 40 has gone down well – and without too many annoying niggles too. This will only be a short blog, as we only released on Tuesday and we’re busy with patch stuff.

We released an initial hotfix patch yesterday, which hopefully remedied issues people were having logging onto servers – and also fixed a few chat issues, fog weirdnesses and username things.

Still to come are updated community translations, chat server logs and some ‘local chat zone widening’ due to some reports coming in from Redboid. We’re also doing some digging into issues with IsoRegions (rain indoors etc) as we’ve had a few reports in this area.

What we need from you guys right now, though, are balance reports on the weather and temperature stuff that we’ve added. How is it all impacting your gameplay, and is there anything that’s new that’s particularly un-fun? Are you getting too much rain, sun, storm, fog etc. or too little? We really want to include balancing measures in Build 40 patches, and before the majority of the team jump into the anims code.

In the mean-time, away from Build 40 and the TEA work on 41, Yuri has been making good progress in making Zomboid water look prettier (super WIP vid here) and RJ has been working on Xeonyx’s Hollywood Studio challenge map.

Thanks everyone!

This week’s foggy fog from Epic Sax Guy. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Build 40 released!https://projectzomboid.com/blog/2018/10/build-40-released/
Tue, 30 Oct 2018 13:23:32 +0000https://projectzomboid.com/blog/?p=6907To both of you out there who aren’t playing Red Dead Redemption 2 right now, we have a treat! Build 40 has been officially released!

Build 40 contains a simulated weather and climate system – recreating true-to-life weather patterns through 365 days of the year following a virtual warm and cold front system.

Once this version is out and fully patched, then the team will moving into the animation codebase currently being prepped by our friends at T.E.A. for Build 41.

As far as Build 40 goes, the following video gives you a brief taster of what to expect.

New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.

New weather-based challenges: A Storm is Coming, and The Descending Fog. Improved Winter is Coming challenge.

As ever, we do rigorous testing both internally and within the IWBUMS community beta channel – but due to wide range of hardware out there in the Steam wilds there will always be issues that need to be fixed after a build release. So please have patience while we patch up anything that arises.

]]>New Briefshttps://projectzomboid.com/blog/2018/10/new-briefs/
Thu, 25 Oct 2018 17:02:59 +0000https://projectzomboid.com/blog/?p=6900Hey everyone! Extremely short Thursdoid today since usual wordsmith Batsphinx is away, we planned on making this Thursday our full release day thus be one of the few weeks we don’t have to stress about Thursdoid, but alas there were a few more fixes we really had to squeeze in first meaning we really need to put them through the IWBUMs test before we consider a full release. Since we’re just tying up a few loose ends, and we don’t want to start discussing build 41 in detail until its out of the way, there’s not a great deal to talk about.

We’ve just released IWBUMS 40.27, which contains fixes including improvements to grass sorting to get rid of strange visual errors, hopefully fixed some rendering errors with the full screen fog effect, getting rid of rocks waving about in the wind, random tree rustles to mask zombie movement through forests, and fixed some issues with vehicle spawning – For a full changelist click over here.

We’re hoping this will be a good release candidate, so let us know how it goes! Barring no serious issues we’ll perhaps be able to release this early next week and start Operation Anims in earnest at that point! A day we’re all very excited for. Stuff is ticking over nicely with TEA and the anim system, but at this point it’s mainly them fixing a few remaining bugs and making the tools easier for Animator Martin (and future modders) to work with, so despite good progress, not a lot of meaty Thursdoid stuff to talk about. That will change when we go over to full team development though!

Will leave it there, thanks everyone! Sorry for the brief Thursdoid, normal business will resume next time!

This week’s screen is from Four-Eyes. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.

SHAKE IT

We’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and…

This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.)

Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:

Doors shaking when zombies hit them

Locked doors shaking when the player tries to open them

Trees shaking slightly when the player is chopping them down.

Trees rustling when the player, or zeds, walk through them

Trees shaking after car collisions

Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions – and some of the SFX are a bit off. Here’s a compilation vid of the new feature:

BUILD 41

Work continues with the TEA’s preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it.

An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martin’s job of implementing all these states into PZ, and cut down the replication of work from the coders once we’re all inside the system.

OTHER STUFF

We’d like to welcome ChrisW back to our bank of coders, who will be picking up where he left off with the Sims style cutaways we’d like to make internal building navigation a bit slicker.

As mentioned last week RJ is now working with Xeonyx, creator of New Denver, to help debug his new Hollywood Studio map and come up with an Official PZ Challenge system for it – for when it’s added to the main game. Here’s another screenie from it.

This week’s sunday service from KurtZ. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Survivors in the Misthttps://projectzomboid.com/blog/2018/10/survivors-in-the-mist/
Thu, 11 Oct 2018 18:10:28 +0000https://projectzomboid.com/blog/?p=6881How do, all. We have a IWBUMS Build 40 beta patch ready backstage, but probably won’t be releasing today as we’re simultaneously working out the kinks in a new automated internal build process that Bitbaboon Steve has concocted for us.

This will make it far easier for us to maintain PZ and make for better internal testing and smoother releases, especially with the next major build being one that’s mixed in with the new animations code, but needs a few adjustments still so that our Linux IWBUMS testers and server operators don’t run into trouble with a release today.

We’ll hopefully release 40.26 into the beta soon though, which will then be considered a release candidate for a fairly imminent Build 40 public release – subject to a Community Megatest and nothing obviously exploding. We really need the auto-build up and running to release too, so we can get into the new dev groove with Build 40 patching. This notwithstanding – beta version 40.26 will include:

Something else that may sneak into Build 40 patches, seeing as it will live separate from the main game, is something from a surprise new contributor – Xeonyx, the mapper who brought the community the New Denver Map.

Xeonyx explains: “It takes inspiration from Paramount Pictures, and Warner Brothers Studio in its design. It features a premier theater, high end restaurant and bar, a fitness center, and comedy club to name a few going down the luxury footpath road.”

Given as it’ll be a long wait for Mash’s rendition of Louisville and map expansions will be sparse until then, we thought it would be a great idea to package Jamie’s new map as an official Challenge map – and to make an awesome and longstanding community mapper an official contributor.

It’s not clear yet exactly how the challenge will operate, nor how we’ll make sure the map is available for MP servers as well as in-game SP, but it’s a great map and we’re quite excited about it – so thought we’d mention it while we help Jamie fix up map bugs and prep it for use in-game.

This week’s forboding mist fromBOT nitexx. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Zombie, it’s cold outsidehttps://projectzomboid.com/blog/2018/10/zombie-its-cold-outside/
Thu, 04 Oct 2018 16:04:19 +0000https://projectzomboid.com/blog/?p=6873As mentioned in recent weeks, we’re now on clean-up duties before the release of Build 40 – which will then be patched with whatever’s necessary, before the animation branch being worked on by the guys over at TEA is fully merged into the main dev codebase for work on Build 41.

In the mean-time we’ve had several other test builds backstage, and are now putting out beta version 40.25. The full changelist can be found here, but the headlines are below.

Weather patterns are now more random, generally shorter, less intense in terms of screen darkness and have more periods of clear sky.

Cloud patterns seen on the ground have been updated, and have new textures – night has been improved.

Ground snow accumulation has been improved and updated, also working better when snow is turned on with admin/debug tools.

Weather periods can now also be fully modded, including a designated ‘modded’ stage which can be freely modified.

Insulation properties of different clothing now more clearly shown in the UI.

Spawns have been added for McCoy Logging and Fossoil vehicles, which weren’t appearing – alongside improved car spawns at gas stations in general.

Fixed: various chatbox and admin issues, a longstanding MP issue in which loot was respawning way too soon, the weird tile visual effect with some zombie corpses, crowds of zombies launching cars like bottle rockets (!) and players sometimes being trapped in their car (and zombies getting confused) by Yuri’s invisible anti-clip forcefield.

Megatest

We will be holding an IWBUMS Community Megatest tonight to see how many major irritations remain, and to gather info on the login issues that hampered the last Megatest – should the same problem arise.

If you would like to join in then keep an eye on the TIS forums. Free PZ codes for participants will be available (usual conditions apply) but please note that this isn’t a stress test so the required player number on the server might be limited.

Anims

It’s been a busy week for TEA preparing for the code merge of the animation build into the mainline development branch as soon as build 40 goes final. They have completed the vast majority of the tasks required for the handoff, at which point they will continue to work on bits of extra technology to make the main animation build development go smoother, and end up with better results, while the rest of the team beavers away converting the main branch’s character states to use their new fancy state system.

TEA have implemented all the character control and combat features that were present in the early animation build, but with the new elegant and fast to implement data driven state logic that will act as example for the rest of the team to use as a basis, as well as being a much more robust and bug free base than what existed before, so we’re hoping that while it certainly won’t be a quick task, with the entire team pushing toward it we’re hoping progress will be swift, and we can finally start showing more exciting videos on the Thursdoids with the confidence that they are finally around the corner. Animations represent a huge amount of work as well as a linchpin for the rest of the major features to be implemented into the game. Each build after and including animations (intermediary quick builds aside) on our roadmap to 1.0 and filling in those missing features everyone has been waiting for (yes, those). It’s going to be an exciting 2019!

After the hand off, TEA will be looking at some extra tech, such as animation retargetting, which will not only mean a much easier time for modders to implement their own animations and models by allowing animations to be adapted to slightly differing skeletons, but will also save poor Martin many many hours of reexporting hundreds of animations whenever we decide to add a bone to the skeleton (looking at you, backpacks!). In addition, they are going to look into finally getting the proper rotation blending working nicely, which has been a thorn in our side since day 1, and would if nailed allow for better turning and much more immersive turning animations. Though obviously it’s key that we retain the nice responsive character movement, so we’ll need to experiment with how to allow for animated turning without the character feeling sluggish to control.

This week’s snow scene from Taquitosito. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

We had an impromptu Community Megatest last night. It was really useful in terms of spotlighting a few things we need to iron out before we can release Build 40: namely some potential lag caused by extreme weather that we’re digging into, a ‘joining server’ error that some experienced and the ‘dead zombie leaves a weird graphical glitch’ issue which, admittedly, we already knew about.

Internal testers have also flagged a few issues that *might* be an issue on Linux and Mac, so if you’re on those platforms and the new IWBUMS beta isn’t behaving then please let us know.

Our plan is to patch these issues up over the coming days and then have another Megatest next week.

Skybox generation for vehicle reflective windows. To give a better indication of what the weather and climate systems are doing, car window reflections now take into account: the time of day, the Global illumination colour, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground)

Please note that the overall effect of this might be toned down a little, and that a primary motivation for this is also as it being a first step towards reflective-looking water – seeing as bodies of water for a long time have been one of the ugliest things in the game. (This will be a Build 41 or 41+ thing though)

An ugly thing that we have addressed in the latest 40.21 IWBUMS, however, is more natural looking snow on the ground. Previously snow would appear in blocky tiles, but now Turbo has made it look far more natural when it gathers and melts away.

Other new stuff added in the new beta version: temperature now has an impact on the chances of starting a car in super-cold temperatures (especially on low quality engines), less fiddly chat/admin options and some tweaks to how MP usernames work.

As discussed last week, we’re biting the bullet in terms of Build 41 being the animation build – so that TEA aren’t playing endless catch-up with the main game. As well as preparations for the big switcheroo the guys at TEA have also been fixing issues like zombie outfits randomising and disappearing, renderer crashes and sorting out z-ordering issues so that bags are now drawn correctly.

This week’s featured image from our tester Sasha, who’s awesome. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

]]>Men with Venhttps://projectzomboid.com/blog/2018/09/men-with-ven/
Thu, 20 Sep 2018 17:31:44 +0000https://projectzomboid.com/blog/?p=6858Hey all, here’s a quick run-down on where we’re at with Build 40 and beyond.

BUILD 41+

With the final touches being made to build 40, we’re now at the point of making a decision on what to do for the next build.

The issue with huge features like our new animation and clothing system, and everything that comes with it, living on another code branch is you tend to have to play catch-up a lot. The developers on the base game add or fix things on the non-animation branch, those changes need merging in – and due to the vast differences in the underlying code due to the animations this tends to add in extra work for the four guys over at TEA working on the new systems.

There comes a point you’ve just got to go all in and commit, or you’ll be playing catch-up forever. So (even though we have a few non-anim things ready to roll for Build 41 – like improved MP admin and gamepad functionality) as soon as build 40 is live and patched, we will be making the leap and merging in both the work we originally did, and all the extra animation tech that’s been worked on by TEA into the main development branch

This will mean that every developer at Indie Stone, including the chaps at TEA and at General Arcade, will all be working directly on the same version, and the focus of the entire team will be shifted onto making sure the entire game functions with the new animation system.

There is still a lot to do, there’s a lot of game there and things like cars and multiplayer will need some work to get functional, but this move will commit us and the next non-hotfix and non-patch build after 40 goes live will be the animations build.

It also means that blog updates about it all (once the dust has settled from the big switch-over) will hopefully become a bit clearer and less dry and technical. As well as, say, this week’s news that ‘Zac has made improvements to the BlendField renderer to help visualise how the anims blend together’ we can increasingly show how the PZ gameplay we all know and love/hate is coming together with the new visuals etc. Which will hopefully prove less frustrating.

Before this happens, though, TEA need to bed down a few things and prepare some documentation –and we need to get Build 40 out of the door and patched. So….

PUBLIC IWBUMS BETA 40.17 RELEASED

We just released version 40.17 to the IWBUMS beta, patchnotes for which are available here. We’re pretty much done with Build 40 at this point, but do need to smuggle in some more temperature balance and seasonal SFX.

We’re going to do a new internal test build for 40.18 tomorrow with some required fixes for admin commands and the chatbox, with the intention of then releasing it to IWBUMS early next week so we can have one final Community Megatest to shake out any remaining cobwebs.

There will, as always, be free PZ codes for people who help out – and due to the additions to the game mentioned below it should be a lot of fun. Please keep an eye on the forums for details.

Turbo has added climate and weather MP admin panels that should make for some really interesting roleplay and gameplay opportunities on PZ servers. Storms, snow and fog can be triggered at will to cover the entirety of the map – as well as overall climate values can be now be ticked to override what the game has conjured itself depending on what time of year it is. Server admins can also play around with how night appears, whether the game appears in monochrome etc We’re hoping that it’ll be a lot of fun.

Rain and snow now look like they hit the ground, which makes for a huge visual improvement. Rain then disappears, and snow fades out. Likewise, Turbo has also fixed how precipitation wasn’t clearly visible when zoomed in.

There’s also a bunch of fixes including: issues with various in-game tiles, gun sounds not being heard far enough away in multiplayer, two bugs that spawned a random zombie in a barricaded bathroom and the ability to learning from the TV and radio when asleep. Full list here!

This week’s van diagram from La_Chaise™. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.